Search found 17 matches
- Thu Dec 05, 2019 11:48 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 243734
Re: Performance optimization - post your saves
Take your existing blueprint and place 2x2 of them. Then remove the rails in the middle leaving everything else as is. Now you have a larger cell that works just like your existing setup. You can also use landfill paintings (so you have different landfills) to put sand under rails and grass around ...
- Sat Nov 23, 2019 7:13 am
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 15152
Re: 0.17.xx optimizing base for ups
It's not, generating the waypoints is going to be roughly as expensive as a full pathfinding run. The reason it works is that you remember those waypoints for next time, and continue reusing them until the rail network changes. Except you generate waypoints for all possible path everytime you add a...
- Fri Nov 22, 2019 5:26 am
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 15152
Re: 0.17.xx optimizing base for ups
I'm not sure I understand the question. Factorio already has a pathfinder it can use to reach the waypoints along the way to the final destination, there's no reason it can't use the same pathfinder for the waypoints instead of the final destination. If you're asking what's the best way to generate...
- Thu Nov 21, 2019 1:35 am
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 15152
Re: 0.17.xx optimizing base for ups
How are you suggesting the game find the path to the destination so it can put this waypoint on it? I'm not sure I understand the question. Factorio already has a pathfinder it can use to reach the waypoints along the way to the final destination, there's no reason it can't use the same pathfinder ...
- Wed Nov 20, 2019 5:23 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 243734
Re: Performance optimization - post your saves
I have built a lot of megabases and I have faced all of the above problems many times. This is not the first solution I've come up with, but it is by far the best solution I've come up with so far. I've probably missed a few benefits, but the above list will have to do for now. I never had that pro...
- Wed Nov 20, 2019 5:18 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 243734
Re: Performance optimization - post your saves
nothing_in_particular.png It looks to me like you have layd a fine grid of rails over the entire continent! But why? A cell size of three smelter columns is way too small to be of any use. Enlarge the cells four times near your base and even more further out. Then you can expand as much as you want...
- Wed Nov 20, 2019 10:28 am
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 15152
Re: 0.17.xx optimizing base for ups
for longer trips trains plot a path to an intermediate point that's closer to their destination and then replot when they get (close to) there instead of plotting out the entire path from the get go. Isn't that waypoints? More or less, yes. But, automagically generated for the purposes of optimizat...
- Wed Nov 20, 2019 10:26 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 243734
Re: Performance optimization - post your saves
nothing_in_particular.png It looks to me like you have layd a fine grid of rails over the entire continent! But why? A cell size of three smelter columns is way too small to be of any use. Enlarge the cells four times near your base and even more further out. Then you can expand as much as you want...
- Tue Nov 19, 2019 3:08 am
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 15152
Re: 0.17.xx optimizing base for ups
https://forums.factorio.com/viewtopic.php?t=52635 OHGODS. It's a djikstra. The only thing djikstra has over A* is that it is easier to implement. No wonder big railnetworks with lots of intersections are slow. If you say so. The only time I've ever seen rail path finding being "slow" is o...
- Tue Nov 19, 2019 2:43 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 243734
Re: Performance optimization - post your saves
I have a ~780 SPM base that I'm loathe to expand because it's starting to drop below 60 UPS on my machine (Xeon E5 2690v2, 64G RAM @ 1600 MHz). Instead I've been tweaking it for better UPS, and after some changes and investigation, it seems a lot of the time is being spent on trains: nothing_in_part...
- Sun Mar 03, 2019 8:25 am
- Forum: Minor issues
- Topic: [0.17.1] Placing landfill via blueprint is deceptively hard
- Replies: 1
- Views: 883
[0.17.1] Placing landfill via blueprint is deceptively hard
Let me just preface this with the fact that I was very excited about bots being able to landfill lakes, that was a huge tedium in late game to do manually. Ok, so I don't entirely understand the behaviour of landfill when in a blueprint, but it's definitely not how I would have expected it to work. ...
- Fri Feb 16, 2018 11:33 pm
- Forum: General discussion
- Topic: Re-enable blueprinting in unrevealed but scouted area
- Replies: 11
- Views: 4968
Re: Re-enable blueprinting in unrevealed but scouted area
Very much agree with the other comments. Being able to blueprint and deconstruct in areas covered by fog of war is tremendously useful, as it saves a ton of hassle. Please bring it back.
- Tue Feb 06, 2018 1:19 am
- Forum: General discussion
- Topic: Minesweeper - The grenade of the future
- Replies: 13
- Views: 4974
Re: Minesweeper - The grenade of the future
I got really excited when I started to read this. Then I started thinking... "But how do you trigger the mines to kill the trees?"
Noooooo!bobucles wrote:- Mines are eco friendly and will not hurt trees. Who would have thought?
- Sat May 27, 2017 6:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.15] Segfault while setting inserter logistic condition
- Replies: 1
- Views: 790
[0.15.15] Segfault while setting inserter logistic condition
I was setting up some chest/bot fed AM2s and more specifically was setting a logistic condition limit on the output inserter for an array of inserter when the segfault happened. As I recall it, step by step: - copy yellow inserter AM2 to requester chest - set logistic condition on inserter for yello...
- Mon Nov 14, 2016 11:57 pm
- Forum: Not a bug
- Topic: Stuck construction bots
- Replies: 5
- Views: 4539
Re: Stuck construction bots
Ah, excellent. Yes, that mod is very helpful. Thanks.
- Mon Nov 14, 2016 4:49 am
- Forum: Not a bug
- Topic: Stuck construction bots
- Replies: 5
- Views: 4539
Re: Stuck construction bots
Ok, I can accept that the pathing of the bots is a design decision. It was definitely a surprise to me to see the bots fly out only to land back at exactly the same Roboport again, my experience thus far is that they would continue flying to their destination after reaching 0 J, albeit very slowly. ...
- Mon Nov 14, 2016 12:58 am
- Forum: Not a bug
- Topic: Stuck construction bots
- Replies: 5
- Views: 4539
Stuck construction bots
We have a very large and sprawling base (~1.3k roboports), all of which is covered by the same logistics network. This game started as multiplayer and has been continued as multiplayer for the most part, though with some playtime via single player. Currently there are a large number of ghost entitie...